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Warlock (1) / Fighter (2) Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Calishite Lawful Evil


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +3 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 23


0 Strength
DEXTERITY
+3 Dexterity

+3 +1 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

16 ●
+1 Wisdom

+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +3 Acrobatics (Dex) Total 1d8 / 2d10 SUCCESSES

12 -1 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
0

+2 ●
+4 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

-1 Insight (Wis)
Shortsword +5 1d6 + 3 piercing
14

+4 Intimidation (Cha) Rapier +5 1d8 + 3 piercing

WISDOM ●
+4 Investigation (Int)
-1 Medicine (Wis)
Crossbow, light +5 1d8 + 3 piercing

-1 +2 Nature (Int)

+1 Perception (Wis)
8
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA
+2 Religion (Int)

+2 ●
+3 Sleight of Hand (Dex)
+5 Stealth (Dex)
14 -1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP Clothes, common (1);
Piton (10); Leather (1);
Crossbow bolt (20);
SP
Tool Proficiencies: Dice Set; Waterskin (1); Rations
Thieves' Tools (1 day) (10); Rope,
EP hempen (1); Tinderbox
Weapon Proficiencies: Martial; (1); Hammer (1);
Simple Backpack (1); Crowbar
GP
15 (1); Chain mail (1);
Armor Proficiencies: Light; Torch (10); Component
PP
Medium; Shields pouch (1)

Language Proficiencies:
Common; Orc
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast
Green-Flame Blade

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 7
EPAR
SPELL NAME
ED
PR

Expeditious Retreat

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Second Wind. Regain 1d10 + 2 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-----------Other Traits------------
Blade Mastery. You master the shortsword, longsword, scimitar, rapier,
and greatsword. You gain the following benefits when using any of
them:

- You gain a +1 bonus to attack rolls you make with the weapon.

- On your turn, you can use your reaction to assume a parrying stance,
provided you have the weapon in hand. Doing so grants a +1 bonus to
your AC until the start of your next turn or until you're not holding the
weapon.

- When you make an opportunity attack with the weapon, you have
advantage on the attack roll.

Criminal Contac. You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You know how to get
messages to and from your contact, even over great distances;
specifically, you know the local messengers, corrupt caravan masters,
and seedy sailors who can deliver messages for you. .

Dueling Fighting Style. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage rolls with
that weapon.

Shielding Aurora. Starting at 1st level, you can invoke the Seeker’s
power to protect you from harm. As a bonus action, you create a
whirling aurora of brilliant energy that swirls around you. Until the end
of your next turn, you gain resistance to all damage, and if a hostile
creature ends its turn within 10 feet of you, it takes radiant damage
equal to your warlock level + your Charisma modifier. Once you use
this feature, you can’t use it again until you finish a short or long rest.
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Evocation cantrip Level-1 transmutation Evocation cantrip


Eldritch Blast Expeditious Retreat Green-Flame Blade
1 act. 120 ft V,S Inst 1 b.a. Self V,S Conc, 10 mins 1 act. 5 ft V,M Inst
A beam of crackling energy streak toward a This spell allows you to move at an incredible As part of the action used to cast this spell, you
creature within range. Make a ranged spell pace. When you cast this spell, and then as a must make a melee attack with a weapon
attack against the target. On a hit, the target bonus action on each of your turns until the against one creature within the spell's range,
takes 1d10 force damage. The spell creates spell ends, you can take the Dash action. otherwise the spell fails. On a hit, the target
more than one beam when you reach higher suffers the attack's normal effects, and green
levels: two beams at 5th level, three beams at fire leaps from the target to a different
11th level, and four beams at 17th level. You creature of your choice that you can see within
can direct the beams at the same target or at 5 feet of it. The second creature takes fire
different ones. Make a separate attack roll for damage equal to your spellcasting ability
each beam. modifier. This spell's damage increases when
you reach higher levels. At 5th level, the melee
attack deals an extra 1d8 fire damage to the
target, and the fire damage to the second
creature increases to 1d8 + your spellcasting
ability modifier. Both damage rolls increase by
1d8 at 11th level and 17th level.

Warlock DC 12 Mod +4 Warlock DC 12 Mod +4 Warlock DC 12 Mod +4


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